Level 2 Spells

Acid Arrow (Artificer, Shaman, Wizard)
Level: 2 Casting Time: 1 Action Evocation
Range: 90ft Duration: Instant Components: VSM (a powdered rhubarb leaf and an adder's stomach)

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d6 Acid damage immediately and 2d6 Acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d6 for each slot level above 2nd.

Aid

Level: 2 Casting Time: 1 Action Abjuration Artificer, Cleric, Maledictor, Paladin
Range: 30ft Duration: 8 Hours Components: VSM (a tiny strip of white cloth) Divine

Your Spell bolsters your allies with toughness and resolve. Choose up to three creatures within Range. Each target's Hit Point Maximum and Current Hit Points increase by 5 for the Duration.
At Higher Levels. When you cast this Spell using a Spell Slot of 3rd Level or higher, a target's Hit Points increase by an additional 5 for each Slot Level above 2nd.

Air Strike Shield (Artificer, Maledictor, Paladin, Sorcerer, Warlock, Wizard)
Level: 2 Casting Time: 1 Bonus Action Abjuration
Range: 30ft Duration: 1 Minute (Concentration) Components: VS

A glowing, spectral shield of force springs into existence in the air at an unoccupied space you choose within range. The shield appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. The shield takes the shape of a 5-foot-by-5-foot square that is 1/4 inch thick. It lasts for the duration.
The shield has an AC of 20, and is destroyed if it takes 10 or more damage from a single source. Nothing can physically pass through the shield. The wall also extends into the Second Ward, blocking ethereal travel through the wall.
As a bonus action, you can summon another identical shield, which lasts for the spell’s duration. If your turn ends and you have not summoned a new shield, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the shields conjured by the spell become more resilient. for each slot level above 2nd, a shield conjured by the spell can take an additional 10 damage from a single source before being destroyed.


Alter Self
Level: 2 Casting Time: 1 Action Transmutation Artificer, Shaman, Sorcerer, Wizard
Range: 30ft Duration: 1 Hour (Concentration) Components: VS ARcnae

You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.
Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

Animal Messenger

Level: 2 Casting Time: 1 Action (Ritual) Enchantment Bard, Druid, Shaman
Range: 30ft Duration: 24 Hours Components: VSM (a morsel of food) Primal

By means of this Spell, you use an animal to deliver a message. Choose a Tiny Beast you can see within range. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The target Beast travels for the Duration of the Spell toward the specified location, covering about 50 miles in 24 hours for a flying messenger, or 25 miles in the same time for other animals.
When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the Spell ends, the message is lost, and the beast makes its way back to where you cast this Spell.
At Higher Levels. If you cast this Spell using a Spell slot of 3rd Level or higher, the Duration of the Spell increases by 48 hours for each Slot Level above 2nd.

Arcane Lock (Artificer, Wizard)
Level: 2 Casting Time: 1 Action Abjuration
Range: 30ft Duration: 24 Hours Components: VSM (gold dust worth 25GP, which the spell consumes)

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.
While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.


Arcanist's Magic Aura (Maledictor, Wizard)
Level: 2 Casting Time: 1 Action (Ritual) Illusion
Range: Touch Duration: 24 Hours Components: VSM (a small square of silk)

You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature.
When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.
False Aura. You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.
Mask. You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.

Ashen Memory

Level: 2 Casting Time: 1 Action Divination Druid, Maledictor, Shaman
Range: Touch Duration: 1 Minute (Concentration) Components: VSM (a bit of powdered dust) Primal

You touch the ashes, embers, or soot left behind by a fire and receive a vision of one significant event that occurred in the area while the fire was burning. For example, if you were to touch the cold embers of a campfire, you might witness a snippet of a conversation that occurred around the fire. Similarly, touching the ashes of a burned letter might grant you a vision of the person who destroyed the letter or the contents of the letter. You have no control over what information the spell reveals, but your vision usually is tied to the most meaningful event related to the fire. The DM determines the details of what is revealed.
At Higher Levels. When you cast this Spell using a Spell Slot of 3rd Level or higher, you see a vision of another significant event that occurred in the area while the fire was burning for each Slot Level above 2nd.

Augmenting Wall

Level: 2 Casting Time: 1 Action Evocation Bard, Druid
Range: 60ft Duration: 1 Hour Components: V Arcane

You create a wall of faintly shimmering elemental energy at a point you choose within Range that is 20ft high and 20ft across that lasts until the Spell ends. Upon casting this Spell choose either Acid, cold, Fire, Lightning, Poison, or Thunder. Any Attacks that pass through the augmenting wall deal additional Damage of the Type you chose equal to 1d6. You can also limit the wall so only Attacks passing through one side of the wall are augmented while Attacks passing through from the other side remain unaffected.
At Higher Levels. If you cast this Spell using a Spell Slot of 3rd Level or higher, the additional Damage increases by 1d6 for each Slot Level above 2nd.

Augury

Level: 2 Casting Time: 1 Minute (Ritual) Divination Cleric, Shaman
Range: Self Duration: Instant Components: VSM (specially marked sticks, bones, or similar tokens worth at least 25GP) Divine

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 Minutes. The DM chooses from the following possible omens:

  • Weal. for good results.
  • Woe. for bad results.
  • Weal and woe. for both good and bad results.
  • Nothing. for results that aren't especially good or bad.

The Spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional Spells or the loss or gain of a companion.
If you cast the Spell two or more times before completing your next Long Rest, there is a cumulative 25% chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, You can cast the Spell an additional time before increasing the chance of the Spell producing a random reading for each Slot Level above 2nd.

Barkskin

Level: 2 Casting Time: 1 Action Transmutation Druid, Shaman
Range: Touch Duration: 1 Hour (Concentration) Components: VSM (a handful of oak bark) Primal

You touch a willing creature. Until the Spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of Armor it is wearing.
At Higher Levels. When you cast this Spell using a Spell Slot of 4th Level or higher, the target's minimum AC is increases by 1 for every two Slot Levels above 2nd.

Beanstalk

Level: 2 Casting Time: 1 Minute Conjuration Druid
Range: Touch Duration: 24 Hours Components: VM (a handful of beans) Primal

When casting this Spell, you must plant the Material Components in soil. When you do, at the end of the casting, a large beanstalk rises up to a height of 100ft from the ground. Its strong enough to support Huge or smaller creatures weighing no more than 2,000lbs total, and has enough handholds and footholds that it can be climbed as if it were a knotted rope, requiring a DC5 Strength (Athletics) Check. When the Spell ends, the beanstalk withers and dies at an accelerated rate, leaving nothing more than a pile of compost behind.
At Higher Levels. When you cast this Spell using a Spell Slot of 3rd Level or Higher, the beanstalk grows an additional 50ft for each Slot Level above 2nd.

Beast Sense

Level: 2 Casting Time: 1 Action (Ritual) Divination Druid, Shaman
Range: Touch Duration: 1 Hour Components: S Primal

You touch a willing Beast. Until the Spell ends, you can use your Action to see through the Beast's senses, and continue to do so until you use your Action to return to your normal senses. While perceiving through the Beast's senses, you gain the benefits of any special senses possessed by that creature, though you are Blinded and Deafened to your own surroundings.
At Higher Levels. When you cast this Spell using a Spell Slot of 3rd Level or higher, you can target an additional willing Beast for each Slot Level above 2nd.

Bestow Proficiency

Level: 2 Casting Time: 1 Action Enchantment Artificer, Bard, Cleric, Paladin
Range: Touch Duration: 8 Hours Components: S Arcane

You touch a willing creature. Choose a Skill, Tool, Weapon, or Language Proficiency you are Proficient with, the target gains Proficiency with the chosen Proficiency for the Duration.
At Higher Levels. When you cast this Spell using a Spell Slot of 3rd Level or higher, you can grant the target an additional Proficiency for each Slot Level above 2nd.


Billowing Skirt (Artificer, Sorcerer, Wizard)
Level: 2 Casting Time: 1 Action (Ritual) Divination
Range: Touch Duration: 8 Hours Components: V

A skirt, kilt, or gown you are wearing enables you to control your fall through the air as it gloriously billows, catching the air. A creature wearing the enchanted item of clothing's rate of descent slows to 60ft per round until the spell ends. The target can move with a flying speed equal to half their movement speed and can, as part of this movement, make an Acrobatics check with a DC equal to your Spell Save DC. On a success, the target hovers in place until the start fo their next turn. If, during the duration of this spell, the target lands, they take no falling damage and can land on their feet.


Binding Ice (Artificer, Shaman, Sorcerer, Wizard)
Level: 2 Casting Time: 1 Action Evocation
Range: 30ft Cone Duration: Instant Components: SM (a vial of meltwater)

A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn’t hindered by ice.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the cold damage by 1d8 for each slot level above 2nd.

Blindness/Deafness

Level: 2 Casting Time: 1 Action Necromancy Bard, Cleric, Maledictor, Shaman, Sorcerer, Wizard
Range: 30ft Duration: 1 Minute Components: V Arcane

You can Blind or Deafen a foe. Choose one creature that you can see within Range, it makes a Constitution Saving Throw. On a failed Save, the target is Blinded or Deafened (your choice) for the Duration. While Blinded or Deafened in this way, a creature repeats the Saving Throw at the end of each of its turns, ending the effect on itself on a successful Save.
At Higher Levels. When you cast this Spell using a Spell Slot of 3rd Level or higher, you can target one additional creature for each Slot Level above 2nd.

Blood Biography (Maledictor, Warlock, Wizard)
Level: 2 Casting Time: 1 Action (Ritual) Divination
Range: 10ft Duration: Instant Components: VSM (a drop of blood)

You learn the answer to a specific set of questions about a creature so long as you have access to at least one drop of its blood. You can cast this spell on the blood of the living or the dead, but living or undead creatures may make a Wisdom Saving Throw to resist the spell. You can cast the spell on dried or fresh blood. Once you cast the spell you learn the following about the designated creature: the name the creature is most commonly known by, the creatures gender, race, profession, role, a brief outline of the events that cause the creatures blood to be spilt to the best of the creature's knowledge, and when the creatures blood was spilled. These answers appear on any flat surface you designated, such as a wall, a piece of paper, a scroll, etc, and appear in a language you can read.


Blur (Artificer, Maledictor, Sorcerer, Wizard)
Level: 2 Casting Time: 1 Action Illusion
Range: Self Duration: 1 Minute (Concentration) Components: V

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with Blindsight, or can see through illusions, as with Truesight.


Branding Smite (Maledictor, Paladin)
Level: 2 Casting Time: 1 Bonus Action Evocation
Range: Self Duration: 1 Minute (Concentration) Components: V

The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 3d10 Radiant Damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.

Calamitous Flailing

Level: 2 Casting Time: 1 Action Enchantment Artificer, Bard, Maledictor, Sorcerer, Warlock, Wizard
Range: 60ft Duration: 1 Round Components: V Arcane

You cause a creature's Attacks to careen wildly, endangering itself and those around it, causing it to make a Wisdom Saving Throw. on a failed Save, the target has Disadvantage on all Attack Rolls it makes until the end of your next turn. If the target misses an Attack during the Spell's Duration, the Attack instead hits a creature the target deems friendly, if there are no such creatures in Range, the target hits itself with the Attack.
At Higher Levels. When you cast this Spell using a Spell Slot fo 3rd Level or higher, you can target one additional creature with the Spell each Slot Level above 2nd.

Calm Emotions

Level: 2 Casting Time: 1 Action Enchantment Bard, Cleric
Range: 60ft Duration: 1 Minute (Concentration) Components: VS Divine

You attempt to suppress strong emotions in a group of people. Each creature in a 20ft Radius Sphere centered on a point you choose within Range make a Charisma Saving Throw, a creature can choose to fail this Save. On failed Save, choose one of the following two effects for each creature:

  • Focus. You can suppress any effect causing a target to be Charmed or Frightened. When this Spell ends, any suppressed effect resumes, provided that its Duration has not expired in the meantime.
  • Suppress. You can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is Attacked or harmed by a Spell or if it witnesses any of its friends being harmed. When the Spell ends, the creature becomes hostile again, unless the DM rules otherwise.

At Higher Levels. When you cast this Spell using a Spell Slot of 3rd Level or higher, the Duration increases by 1 Minute and the Radius of the Sphere increases by 5ft for each Slot Level above 2nd.

Cape of Wasps

Level: 2 Casting Time: 1 Action Conjuration Druid
Range: Self Duration: 1 Minute (Concentration) Components: VS Primal

You summon a wasp swarm which harmlessly fills your space. The dense cloud gives Ranged Attacks against you Disadvantage. Any creature that hits you with a Melee Attack takes 2d6 Poison Damage. You also have a Flying Speed of 20ft, however while flying, you do not gain the previous benefits of this spell.
At Higher Levels. When you cast this Spell using a Spell Slot of 3rd Level or higher, the Damage dealt to Melee Attackers increases by 1d6 and the Flying Speed increases by 10ft for each Slot Level above 2nd.


Cloud of Daggers (Bard, Maledictor, Sorcerer, Warlock, Wizard)
Level: 2 Casting Time: 1 Action Conjuration
Range: 60ft Duration: 1 Minute (Concentration) Components: VSM (a silver glass)

You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 Slashing Damage when it enters the spell’s area for the first time on a turn or starts its turn there.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.

Continual Flame

Level: 2 Casting Time: 1 Hour (Ritual) Evocation Artificer, Cleric, Wizard
Range: Touch Duration: Until Dispelled Components: VSM (a bit of ruby dust) Arcane

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
At Higher Levels. When you cast this Spell using a Spell Slot of 3rd Level or higher, you can touch an additional object to cause a flame to spring forth for each Slot Level above 2nd.

Crown of Madness

Level: 2 Casting Time: 1 Action Enchantment Bard, Maledictor, Sorcerer, Warlock, Wizard
Range: 120ft Duration: 1 Minute (Concentration) Components: VS Arcane

One Humanoid of your choice that you can see within Range makes a Wisdom Saving Throw. On a failed Save, the target is Charmed by you for the Duration.
While the target is Charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.
The Charmed target must use its Action before moving on each of its turns to make a an Attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its Range.
On your subsequent turns, you must use your Action to maintain control over the target, or the Spell ends. Also, the target can make a Wisdom Saving Throw at the end of each of its turns. On a successful Save, the Spell ends.
At Higher Levels. When you cast this Spell using a Spell Slot of 4th Level or higher, you can target one additional Humanoid of your choice within Range for every 2 Slot Levels above 2nd.

Darkness (Maledictor, Sorcerer, Warlock, Wizard)
Level: 2 Casting Time: 1 Action Evocation
Range: 60ft Duration: 10 Minutes (Concentration) Components: VM (bat fur and a drop of pitch or piece of coal)

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with Darkvision can't see through this darkness, and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.


Darkvision (Artificer, Bard, Maledictor, Shaman, Sorcerer, Warlock, Wizard)
Level: 2 Casting Time: 1 Action Transmutation
Range: Touch Duration: 8 Hours Components: VSM (either a pinch of dried carrot or an agate)

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature treats darkness and dim light within 120 feet of it as bright light.

Demand Offering

Level: 2 Casting Time: 1 Action Enchantment Bard, Cleric, Maledictor, Paladin
Range: Touch Duration: Instant Components: V Divine

You touch a creature holding one or more items, forcing it to make a Wisdom Saving Throw. On a failed Save, the target uses its Reaction to hand you the objects it's holding.
At Higher Levels. When you cast this Spell using a Spell Slot of 4th Level or higher, you can target an additional creature within Range for every two Slot Level above 2nd.


Detect Thoughts (Bard, Maledictor, Sorcerer, Wizard)
Level: 2 Casting Time: 1 Action Divination
Range: Self Duration: 1 Minute (Concentration) Components: VSM (a copper piece)

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.
You initially learn the surface thoughts of the creature--what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.
Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

Dive

Level: 2 Casting Time: 1 Action Transmutation Artificer, Druid, Shaman, Sorcerer, Wizard
Range: Touch Duration: 10 Minutes (Concentration) Components: VSM (fish scales and a sea shell) Arcane, Primal

You touch one creature and imbue it with aquatic magic, allowing it to traverse watery environments with ease. Until the Spell ends, the target gains a Swimming Speed of 60ft, it can breathe both air and water, and it doesn't suffer Disadvantage on Attack Rolls from being underwater.
Until the Spell ends, the target also has Advantage on Saving Throws made against being Slowed and ignores the effects of Difficult Terrain produced by liquid.
At Higher Levels. When you cast this Spell using a Spell Slot of 3rd Level or higher, you can target one additional creature for each Slot Level above 2nd

Draconic Scorcher (Shaman, Sorcerer, Wizard)
Level: 2 Casting Time: 1 Action Evocation
Range: 30ft Duration: Instant Components: VSM (a red dragon's scale)

A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.


Dragon's Breath (Shaman, Sorcerer, Wizard)
Level: 2 Casting Time: 1 Bonus Action Transmutation
Range: Touch Duration: 1 Minute (Concentration) Components: VSM (a hot pepper)

You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Dragon's Voice

Level: 2 Casting Time: 1 Action Transmutation Bard, Cleric, Druid, Paladin
Range: Self Duration: 1 Hour Components: V Arcane

By magically altering the way your vocal cords create sounds, you can emulate the vocal inflections of dragons. When you make a Charisma (Persuasion) or Charisma (Deception) Check while interacting with Dragons, you can treat a d20 roll of 9 or lower as a 10.
At Higher Levels. When you cast this Spell using a Spell Slot of 3rd Level or higher, you can target a willing creature within Touch Range, giving that creature the benefits of the Spell for the Duration. When you cast this Spell using a Spell Slot of 4th Level or higher, you can target an additional willing creature within Touch Range for each Slot Level above 3rd.

Drown

Level: 2 Casting Time: 1 Action Conjuration Artificer, Druid, Maledictor, Shaman, Sorcerer, Warlock, Wizard
Range: 60ft Duration: 1 Minute (Concentration) Components: VSM (teeth, seaweed, and seawater) Arcane, Primal

You conjure a globe of magical water to surround a foe's head and drown it. Choose one creature within Range that you can see. The target makes a Strength Saving Throw. On a failed Save, the target cannot breathe or speak and has Disadvantage on Attack Rolls and on Wisdom (Perception) Checks that rely on sight or hearing until the Spell ends.
At the start of the target's turns, it loses 2d8 Hit Points, and at the end of each of its turns it repeats the Saving Throw. On a successful Save the Spell ends. If the creature can breathe water, it automatically succeeds the Saving Throw.
At Higher Levels. When you cast this Spell using a Spell Slot of 3rd Level or higher, the Hit Points lost increases by 1d8 for each Slot Level above 2nd. When you cast this Spell using a Spell Slot of 5th Level or higher, the Duration increases to 10 minutes and the target can only hold its breath for up to 30 seconds before it begins suffocating.

Dust Devil

Level: 2 Casting Time: 1 Action Conjuration Druid, Shaman, Sorcerer, Wizard
Range: 60ft Duration: 1 Minute (Concentration) Components: VSM (a pinch of dust) Primal

An elemental force that resembles a dust devil appears in an unoccupied space of your choice within Range. The dust devil occupies a 5ft cube and remains for the Spell's Duration.
Any creature that ends its turn within 5ft of the dust devil makes a Strength Saving Throw. On a failed Save, the creature takes 1d8 Bludgeoning Damage and is pushed 10ft away from the dust devil. On a successful Save, the creature takes half as much damage and isn't pushed away.
As a Bonus Action, you can move the dust devil up to 30ft in any direction. If the dust devil moves over sand, dust, loose dirt, or small grave, it sucks up the materials and produces a 10ft Moving Emanation of debris centered on itself. This Emanation lasts until the start of your next turn and is Heavily Obscured.
At Higher Levels. When you cast this Spell using a Spell Slot of 3rd Level or higher, the Damage increases by 1d8 for each Slot Level above 2nd.

Earthbind

Level: 2 Casting Time: 1 Action Transmutation Druid, Shaman, Sorcerer, Warlock, Wizard
Range: 300ft Duration: 1 Minute (Concentration) Components: V Arcane, Primal

Choose one creature you can see within Range. Yellow strips of magical energy loop around the creature, forcing it to make a Strength Saving Throw. On a failed Save, the target's Flying Speed (if any) is reduced to 0 for the Spell's Duration. An airborne creature affected by this Spell descends safely at a rate of 60ft per Round until it reaches the ground or the Spell ends.
At Higher Levels. When you cast this Spell at 3rd Level or higher, you can target one additional creature that you can see within Range for each Slot Level above 2nd.

Earthen Grasp (Shaman, Sorcerer, Wizard)
Level: 2 Casting Time: 1 Action Transmutation
Range: 30ft Duration: 1 Minute (Concentration) Components: VSM (a miniature hand sculpted from clay)

You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration. As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.
As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.

Enhance Ability

Level: 2 Casting Time: 1 Action Transmutation Artificer, Bard, Cleric, Druid, Maledictor, Shaman, Sorcerer
Range: Touch Duration: 1 Hour (Concentration) Components: VSM (fur or a feather from a Beast) Arcane, Primal

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects which the target gains until the Spell ends:

  • Bear's Endurance. The target has Advantage on Constitution Checks. It also gains 2d6 Temporary Hit Points, which last until the Spell ends.
  • Bull's Strength. The target has Advantage on Strength Checks, and its carrying capacity is doubled.
  • Cat's Grace. The target has Advantage on Dexterity Checks. It also doesn't take Damage from falling 20ft or less.
  • Eagle's Splendor. The target has Advantage on Charisma Checks.
  • Fox's Cunning. The target has Advantage on Intelligence Checks.
  • Owl's Wisdom. The target has Advantage on Wisdom Checks.

At Higher Levels. When you cast this Spell using a Spell Slot of 3rd Level or higher, you can target one additional creature for each Slot Level above 2nd.

Enlarge/Reduce (Artificer, Maledictor, Sorcerer, Wizard)
Level: 2 Casting Time: 1 Action Transmutation
Range: 30ft Duration: 1 Minute (Concentration) Components: VSM (a pinch of powdered iron)

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.
If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category-- from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage.
Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category--from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).


Enthrall (Bard, Warlock)
Level: 2 Casting Time: 1 Action Enchantment
Range: 60ft Duration: 1 Minute Components: VS

You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.


Find Steed (Maledictor, Paladin)
Level: 2 Casting Time: 10 Minutes Conjuration
Range: 30ft Duration: Instant Components: VS

You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a Warhorse, a Pony, a Camel, an Elk, Mastiff, or a Moorbounder. (Your GM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a fey or highling (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.
While your steed is within 1 mile of you, you can communicate with each other telepathically.
You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

Flame Blade

Level: 2 Casting Time: 1 Bonus Action Evocation Artificer, Druid, Shaman
Range: Self Duration: 10 Minutes (Concentration) Components: VSM (a leaf of sumac) Primal

You evoke a fiery blade in one of your free hands. The blade is similar in size and shape of a Shortsword and lasts until the Spell ends. It counts as a Simple Melee Weapon with which you are Proficient, and deals 2d10 Fire Damage on a hit and has the Finesse and Light. If the target is wearing metal or a flammable material, the Spell deals an additional 1d10 Fire Damage. If you drop the Weapon, it dissipates at the end of the turn. Afterwards, you can use a Bonus Action to cause the sword to reappear in your hand.
At Higher Levels. When you cast this Spell using a Spell Slot of 3rd or 4th Level, the Weapon deals 3d10 Fire Damage on a hit. When you cast it using a 5th or 6th Level Spell Slot, the Weapon deals 4d10 Fire Damage on a hit. If you cast it at 7th or 8th Level, the Weapon deals 5d10 Fire Damage on a hit. If you cast the Spell at 9th Level, the Weapon deals 6d12 Fire Damage on a hit and the additional Fire Damage dealt if the target is wearing metal or a flammable material equals 1d12.

Flaming Sphere

Level: 2 Casting Time: 1 Action Conjuration Artificer, Druid, Shaman, Wizard
Range: 60ft Duration: 1 Minute (Concentration) Components: VSM (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron) Primal

A 5ft diameter Sphere of fire appears in an unoccupied space of your choice within Range and lasts for the Duration. Any creature that ends its turn within 5ft of the Sphere makes a Dexterity Saving Throw. On a failed Save, a creature takes 2d6 Fire Damage, or half as much Damage on a successful Save.
As a Bonus Action, you can move the Sphere up to 30ft. If you ram the Sphere into a creature during this movement, that creature makes a Dexterity Saving Throw. On a failed Save, a creature takes 2d6 Fire Damage, or half as much Damage on a successful Save.
While moving the Sphere, you can direct it over barriers up to 5ft tall and move it across pits up to 10ft wide. The Sphere ignites flammable objects not being worn or carried, and sheds Bright Light out to a Range of 20ft, and Dim Light an additional 20ft.
At Higher Levels. When you cast this Spell using a Spell Slot of 3rd Level or higher, the Damage increases by 1d6 for each Slot Level above 2nd.

Flock of Familiars

Level: 2 Casting Time: 1 Minute Conjuration Artificer, Shaman, Warlock, Wizard
Range: Touch Duration: 1 Hour (Concentration) Components: VS Arcane

You temporarily summon three Familiars — spirits that take animal forms of your choice. Each Familiar follows the same rules and options for a Familiar conjured by the Find Familiar Spell. All the Familiars conjured by this Spell must be the same type of creature (Fey or Highlings; your choice).
Familiars summoned by this Spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you.
At Higher Levels. When you cast this Spell using a Spell Slot of 3rd Level or higher, you conjure an additional Familiar for each Slot Level above 2nd.

Fortune's Favor

Level: 2 Casting Time: 1 Minute Divination Bard, Cleric, Sorcerer, Warlock
Range: 60ft Duration: 1 Hour Components: VSM (a white pearl worth at least 100GP, which the Spell consumes) Arcane

You impart latent luck to one willing creature that you can see within Range. Whenever the target makes an Attack Roll, Ability Check, or Saving Throw, or an Attack Roll is made against the target before the Spell ends, it can instead end this Spell's effect on it to have the Attack Roll, Ability Check, or Saving Throw be made twice, choosing which result to take place.
At Higher Levels. When you cast this Spell using a Spell Slot of 3rd Level or higher, you can target one additional creature for each Slot Level above 2nd.

Gale Weapons

Level: 2 Casting Time: 1 Bonus Action Transmutation Artificer, Cleric, Maledictor, Paladin, Warlock
Range: Touch Duration: 1 Hour (Concentration) Components: VS Arcane

One or two Weapons that you are holding are enveloped in small whirlwinds. For the Duration, the Weapons become magical if they weren't already, and they also gain a +1 bonus to Damage Rolls. This effect is suppressed for a Weapon while you aren't wielding it.
Additionally, if you make an Attack with one of the affected Weapons, it gains benefits based on whether the Weapon is a Melee or Ranged Weapon:

  • Melee. The Attack's Reach is tripled, but it counts as both a Melee Weapon Attack and a Ranged Spell Attack if it is made outside the Weapon's normal Reach.
  • Ranged. The Attack ignores Disadvantage caused by making an Attack and Long Range, being underwater, or the effects of wind, and you can cause the Weapon to return to one of your free hands a the end of your turn as a Free Action if you are not wielding it.

At Higher Levels. When you cast this Spell using a Spell Slot of 4th Level or higher, the bonus to Attack and Damage Rolls increases by 1 for every two Slot Levels above 2nd.

Gentle Repose

Level: 2 Casting Time: 1 Action (Ritual) Necromancy Cleric, Shaman, Wizard
Range: Touch Duration: 10 Days Components: VSM (a pinch of salt and one copper coin worth 1CP each placed on each of the corpse's eyes, which must remain there for the Duration) Divine

You touch a corpse or other remains. For the Duration, the target is protected from decay and can't be raised as an Undead.
The Spell also extends the time limit on resurrecting the target from the dead.
At Higher Levels. When you cast this Spell using a Spell Slot of 3rd Level or higher, the Duration of the Spell increases by 10 Days for every Slot Level above 2nd. When you can this Spell at 9th Level, the Duration of the Spell increases to Until Dispelled.


Gift of Gab (Bard, Wizard)
Level: 2 Casting Time: 1 Reaction (when you speak to another creature) Enchantment
Range: Self Duration: Instant Components: VSM (2GP which the spell consumes)

When you cast this spell, you reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds. Those creatures then remember that you actually said the words you speak as the verbal component of the spell.

Gust of Wind

Level: 2 Casting Time: 1 Action Evocation Artificer, Druid, Shaman, Sorcerer, Wizard
Range: 60x10ft Emanated Line Duration: 1 Minute (Concentration) Components: VSM (a legume seed) Arcane, Primal

Strong wind blasts from you for the Spell's Duration. Each creature that starts its turn in the area makes a Strength Saving Throw. On a failed Save, a creature is pushed 15ft away from you.
Any creature in the area is Slowed while moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish them.
As a Bonus Action on each of your turns before the Spell ends, you can change the direction in which the line emanates from you.
At Higher Levels. When you cast this Spell using a Spell Slot of 4th Level or higher, creatures are pushed an additional 5ft and the length of the line increases by 10ft for every two Slot Levels above 2nd

Healing Spirit

Level: 2 Casting Time: 1 Bonus Action Conjuration Druid, Shaman
Range: 60ft Duration: 1 Minute (Concentration) Components: VS Primal

You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that you can see within Range and takes up a 5ft Cube. The spirit looks like a transparent Beast or Fey of your choice.
Until the Spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 Hit Points to that creature as a Free Action. The spirit can't heal Constructs or Undead. The spirit can restore Hit Points in this way a number of times equal to 1 + your Spellcasting Ability Modifier. After restoring Hit Points in this way that number of times, the Spell ends.
As a Bonus Action on each of your turns until the Spell ends, you can move the spirit up to 30ft to a space you can see.
At Higher Levels. When you cast this Spell using a Spell Slot of 3rd Level or higher, the healing increases by 1d6 for each Slot Level above 2nd.

Heat Metal

Level: 2 Casting Time: 1 Action Transmutation Artificer, Bard, Druid
Range: 60ft Duration: 1 Minute (Concentration) Components: VSM (a piece of iron and a flame) Primal

Choose a manufactured metal object, such as a metal Weapon or a suit of Heavy or Medium metal Armor, that you can see within Range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire Damage when you cast the Spell. Until the Spell ends, you can use a Bonus Action on each of your subsequent turns to deal this Damage again.
If a creature is holding or wearing the object and takes the Damage from it, the creature makes a Constitution Saving throw. On a failed Save, a creature throws or drops the object if it can. If it doesn't throw or drop the object, it has Disadvantage on Attack Rolls and Ability Checks until the start of its next turn.
At Higher Levels. When you cast this Spell using a Spell Slot of 3rd Level or higher, the Damage increases by 1d8 for each Slot Level above 2nd.

Hold Person

Level: 2 Casting Time: 1 Action Enchantment Bard, Cleric, Druid, Maledictor, Shaman, Sorcerer, Warlock, Wizard
Range: 60ft Duration: 1 Minute (Concentration) Components: VSM (a small, straight piece of iron) Arcane

Choose a Humanoid that you can see within Range, it makes a Wisdom Saving Throw. On a failed Save, a creature is Paralyzed for the Duration. At the end of each of its turns, the target can repeat the Save. On a successful Save, the Spell ends on the target.
At Higher Levels. When you cast this Spell using a Spell Slot of 3rd Level or higher, you can target one additional Humanoid within Range for each Slot Level above 2nd.

Immovable Object

Level: 2 Casting Time: 1 Action Transmutation Artificer, Bard, Druid, Warlock
Range: Touch Duration: 1 Hour Components: VSM (gold dust worth at least 25GP, which the Spell consumes) Arcane

You touch an object that weighs no more than 10lbs and cause it to become magically fixed in place. You and the creatures you designate when you cast this Spell can move the object normally. You can also set a password that, when spoken within 5ft of the object, suppresses this Spell for 1 minute.
If the object is fixed in the air, it can hold up to 4,000lbs of weight. More weight causes the object to fall. Otherwise, a creature can use an Action to make a Strength (Athletics) Check against your Spell Save DC. On a successful Check, the creature can move the object up to 10ft.
At Higher Levels. If you cast this Spell using a Spell Slot of 3rd Level or higher, the weight the object can carry increases by 4,000lbs for each Slot Level above 2nd. If you cast this Spell using a Spell Slot of 4th Level or higher, the Duration increases to 24 Hours and the DC to move the object increases by 5 for every two Slot Levels above 2nd. If you cast this Spell using a Spell Slot of 6th Level or higher, the Duration of the Spell increases to Until Dispelled.

Invisibility (Artificer, Bard, Maledictor, Sorcerer, Warlock, Wizard)
Level: 2 Casting Time: 1 Action Illusion
Range: Touch Duration: 1 Hour (Concentration) Components: VSM (an eyelash encased in gum arabic)

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Iron Spine

Level: 2 Casting Time: 1 Action Transmutation Artificer, Bard, Cleric, Druid, Maledictor, Sorcerer, Warlock, Wizard
Range: 60ft Duration: 1 Minute (Concentration) Components: VM (a small iron ingot) Arcane

You launch an ingot of iron at a creature in Range. Make a Ranged Spell Attack. On a hit, the target's skeleton or exoskeleton grows jagged shards of cold iron until the Spell ends. The target takes 1d6 Piercing Damage for every 5ft it moves. After moving, the target has Disadvantage on all Attack Rolls and Ability Checks it makes until the beginning of its next turn as metal spines stab into its flesh. At the end of the target's turns, it can make a Constitution Saving Throw. On a successful Save, the Spell ends on that target. Fey have Disadvantage on this Saving Throw.
At Higher Levels. When you cast this Spell using a Spell Slot of 3rd Level or higher, you can target one additional creature within Range for each Slot Level above 2nd.


Jolt of Pain (Artificer, Maledictor, Shaman, Sorcerer, Warlock, Wizard)
Level: 2 Casting Time: 1 Action Evocation
Range: 30ft Duration: Instant Components: VS

A bolt of white lightning infused with magical pain leaps from your outstretched finger to strike one creature that you can see within range. You make a Ranged Spell attack against the target. On a hit, the target takes 5d8 Lightning damage and can't take Reactions until the end of your next turn. If damage dealt by this spell forces the target to make a saving throw to maintain concentration, the DC is increased by an amount equal to your spellcasting modifier and the target has disadvantage on the Saving Throw.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd


Kinetic Jaunt (Artificer, Bard, Maledictor, Sorcerer, Wizard)
Level: 2 Casting Time: 1 Bonus Action Transmutation
Range: Self Duration: 1 Minute (Concentration) Components: S

You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration.

  • Your walking speed increases by 10 feet.
  • You don’t provoke opportunity attacks.
  • You can move through the space of another creature, and it doesn’t count as difficult terrain. If you end your turn in another creature’s space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.

Knell of the Depths

Level: 2 Casting Time: 1 Action Transmutation Druid, Shaman, Sorcerer, Warlock, Wizard
Range: 60ft Duration: 10 Minutes Components: VS Primal

You invest a creature of your choice within Range with cursed elemental energy causing nearby bodies of water to roil when the target draws near and tendrils of water to drag it deeper under the waves. The target makes a Charisma Saving Throw. On a failed Save, the target is Slowed, it also sinks 15ft at the beginning of each of its turns while in any body of liquid.
At Higher Levels. When you cast this Spell using a Spell of 3rd Level or higher, you can target an additional creature within Range for each Slot Level above 2nd.


Knock (Artificer, Bard, Sorcerer, Wizard)
Level: 2 Casting Time: 1 Action Transmutation
Range: 60ft Duration: Instant Components: V

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.
When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.

Lesser Restoration

Level: 2 Casting Time: 1 Action Abjuration Artificer, Bard, Cleric, Druid, Paladin
Range: Touch Duration: Instant Components: VS Divine

You touch a creature and end either one disease or one Condition afflicting it. The Condition can be Blinded, Deafened, Paralyzed, or Poisoned.
At Higher Levels. When you cast this Spell using a Spell Slot of 3rd Level or higher, you can either target one additional creature or end an additional disease or Condition afflicting the targets for each Slot Level above 2nd.


Levitate (Artificer, Sorcerer, Wizard)
Level: 2 Casting Time: 1 Action Transmutation
Range: 60ft Duration: 10 Minutes (Concentration) Components: VSM (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)

One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.
When the spell ends, the target floats gently to the ground if it is still aloft.


Locate Animals or Plants

Level: 2 Casting Time: 1 Action (Ritual) Divination Bard, Druid, Shaman
Range: Self Duration: Instant Components: VSM (a bit of fur from a bloodhound) Primal

Describe or name a specific kind of Beast or Plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or Plant of that kind within 5 miles, if any are present.
At Higher Levels. When you cast this Spell at 3rd Level or higher, the distance you detect if the target is present increases by 5 miles, an you learn of the direction and distance of the next closest creature or Plant of that kind in the same area for each Slot Level above 2nd.

Locate Object

Level: 2 Casting Time: 1 Action Divination Bard, Cleric, Druid, Maledictor, Paladin, Wizard
Range: Self Duration: 10 Minutes (Concentration) Components: VSM (a forked twig) Arcane

Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1 Mile of you. If the object is in motion, you know the direction of its movement.
The Spell can locate a specific object known to you, as long as you have seen the object while within 30ft of it. Alternatively, the Spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, Tool, or Weapon.
This Spell can't locate an object if any amount of lead blocks a direct path between you and the object.
At Higher Levels. When you cast this Spell using a Spell Slot of 3rd Level or higher, the distance you you detect the object increases by 1 Mile for each Slot Level above 2nd.

Magic Mischief

Level: 2 Casting Time: 1 Action Illusion Bard, Sorcerer, Wizard
Range: 60ft Duration: 1 Minute (Concentration) Components: SM (a piece of crust from an apple pie) Arcane

Choose a point of your choice within Range that you can see. You create a 20ft Cube centered on that point that is filled with fey and draconic magic. Roll a d4 to determine the effect, and roll again at the start of each of your turns until the Spell ends.

  • 1. The smell of apple pie fills the air, forcing each creature in the area to make a Wisdom Saving Throw. On a failed Save, a creature is Charmed by you until the start of your next turn.
  • 2. Bouquets of flowers appear all around, forcing each creature in the area to make a Dexterity Saving Throw. On a failed Save, a creature is Blinded until the start of your next turn as the flowers spray water in their faces.
  • 3. Each creature in the Cube makes a Wisdom Saving Throw. On a failed Save, a creature begins giggling until the start of your next turn, causing it to be Incapacitated and spend all of its Speed moving in a random direction on its next turn.
  • 4. Drops of molasses hover in the area, making it Difficult Terrain until the start of your next turn. You can move the Cube up to 10ft before you roll.

At Higher Levels. When you cast this Spell using a Spell Slot of 3rd Level or higher, you can increase the area of the Cube created by 10ft for each Slot Level above 2nd. When you cast this Spell using a Spell Slot of 4th Level or higher, you can cause all creatures of your choice to be unaffected by the Spell.


Magic Mouth (Artificer, Bard, Wizard)
Level: 2 Casting Time: 1 Minute (Ritual) Illusion
Range: 30ft Duration: Until Dispelled Components: VSM (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes)

You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.
When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.
The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.

Magic Weapon

Level: 2 Casting Time: 1 Bonus Action Transmutation Artificer, Maledictor, Paladin, Shaman, Wizard
Range: Touch Duration: 1 Hour (Concentration) Components: VS Arcane

You touch one Weapon. Until the Spell ends, that Weapon becomes magical if it was not already, and gains a +1 bonus to Attack and Damage Rolls.
At Higher Levels. When you cast this Spell using a Spell Slot of 4th Level or higher, the bonus to Attack and Damage Rolls increases by 1 for every two Slot Levels above 2nd.

Mind Spike (Maledictor, Sorcerer, Warlock, Wizard)
Level: 2 Casting Time: 1 Action Divination
Range: 60ft Duration: 1 Hour (Concentration) Components: S

You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 Psychic Damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.
On subsequent turns, you can cast this spell without expending spell slots on target while you maintain concentration. Create the range of this spell as infinite for the purpose of this casting of the spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.


Mind Whip (Maledictor, Sorcerer, Wizard)
Level: 2 Casting Time: 1 Action Enchantment
Range: 90ft Duration: 1 Round Components: v

You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 Psychic Damage, and it can’t take a Reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a Move, an Action, or a Bonus Action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.


Mirror Image (Maledictor, Sorcerer, Warlock, Wizard)
Level: 2 Casting Time: 1 Action Illusion
Range: Self Duration: 10 Minutes (Concentration) Components: VS

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as Blindsight, or if it can perceive illusions as false, as with Truesight.

Misty Step

Level: 2 Casting Time: 1 Bonus Action Conjuration Bard, Maledictor, Shaman, Sorcerer, Warlock, Wizard
Range: Self Duration: Instant Components: V Arcane, Primal

Briefly surrounded by silvery mist, you teleport up to 30ft to an unoccupied space that you can see.
At Higher Levels. When you cast this Spell using a Spell Slot of 3rd Level or higher, you can teleport to a point 15ft further away for each Slot Level above 2nd.

Moonbeam

Level: 2 Casting Time: 1 Action Evocation Druid
Range: 120ft Duration: 1 Minute (Concentration) Components: VSM (several seeds of any moonseed plant and a piece of opalescent feldspar) Primal

A silvery beam of pale light shines down in a 40x5ft Cylinder centered on a point of your choice within Range. Until the Spell ends, the area is filled with Dim Light.
When a creature enters the Spell's area fo the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, forcing it to make a Constitution Saving Throw. On a failed Save, the target takes 2d10 Radiant Damage, or half as much Damage on a successful Save.
A shapechanger has Disadvantage on this Saving Throw. If a shapechanger fails the Save, it also instantly reverts to its original form and can't assume a different one until it is no longer in the Spell's area.
You can use an Action to move the Cylinder up to 60ft.
At Higher Levels. When you cast this Spell using a Spell Slot of 3rd Level or higher, the Damage increases by 1d10 for each Slot Level above 2nd.

Pass Without Trace

Level: 2 Casting Time: 1 Action Abjuration Druid, Shaman
Range: 30ft Moving Emanation Duration: 1 Hour (Concentration) Components: VSM (ashes from a burned leaf of mistletoe and a sprig of spruce) Primal

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the Duration, each creature of your choice in the Emanation gains a +10 bonus to Dexterity (Stealth) Checks, can't be tracked apart from magical means, and leaves behind on tracks or other traces of its passage.
At Higher Levels. When you cast this Spell using a Spell Slot of 3rd Level or higher, the Range of the Emanation increases by 5ft and the duration increases by 1 hour for each Slot Level above 2nd.

Phantasmal Force (Bard, Sorcerer, Wizard)
Level: 2 Casting Time: 1 Action Illusion
Range: 60ft Duration: 1 Minute (Concentration) Components: VSM (a bit of fleece)

You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.
The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.
While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.
An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

Prayer of Healing

Level: 2 Casting Time: 10 Minutes Necromancy Cleric, Shaman
Range: 30ft Duration: Instant Components: V Divine

Up to six creatures of your choice that you can see within Range each regain a number of Hit Points equal to 2d8 + your Spellcasting Ability Modifier. This Spell has no effect on Undead or Constructs.
At Higher Levels. When you cast this Spell using a Spell Slot of 3rd Level or higher, the healing increases by 1d8 for each Slot Level above 2nd.

Protection from Poison

Level: 2 Casting Time: 1 Action Abjuration Artificer, Cleric, Druid, Paladin
Range: Touch Duration: 1 Hour Components: VS Divine

You touch a creature. If it is Poisoned, you neutralize the Poison. If more than one Poison afflicts the target, you neutralize one Poison of your choice that you know is present, or you neutralize any one at random (your choice).
For the Duration, the target has Advantage on Saving throws against being Poisoned, and it has Resistance to Poison Damage.
At Higher Levels. When you cast this Spell using a Spell Slot of 3rd Level or higher, choose to either increase the Duration of the Spell by 1 hour, target one additional creature within Range, or neutralize an additional Poison for each Slot Level above 2nd.


Pyrotechnics (Artificer, Bard, Shaman, Sorcerer, Wizard)
Level: 2 Casting Time: 1 Action (Ritual) Transmutation
Range: 60ft Duration: Instant Components: VS

Choose an area of nonmagical flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so, you can create other similar effects at the GM's discretion.

Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become Blinded and Stunned until the end of your next turn.

Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 10 minutes or until a strong wind disperses it.


Ray of Enfeeblement (Shaman, Warlock, Wizard)
Level: 2 Casting Time: 1 Action Necromancy
Range: 60ft Duration: 1 Minute (Concentration) Components: VS

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.
At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.


Rope Trick (Artificer, Bard, Wizard)
Level: 2 Casting Time: 1 Action Transmutation
Range: Touch Duration: 1 Hour Components: VSM (powdered corn extract and a twisted loop of parchment)

You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.
The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.
Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5- foot window centered on the rope.
Anything inside the extradimensional space drops out when the spell ends.

Scorching Ray (Shaman, Sorcerer, Wizard)
Level: 2 Casting Time: 1 Action Evocation
Range: 120ft Duration: 1 Hour Components: VS

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a Ranged Spell Attack for each ray. On a hit, the target takes 2d6 Fire Damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

See Invisibility

Level: 2 Casting Time: 1 Action Divination Artificer, Bard, Maledictor, Shaman, Sorcerer, Wizard
Range: 120ft Duration: 1 Hour Components: VSM (a pinch of talc and a small sprinkling of powdered silver) Arcane

For the Duration, you see Invisible creatures and objects as if they were visible, and you can also see into the Second Ward. Creatures, dreams, and objects in the Second Ward appear ghostly and translucent.
At Higher Levels. When you cast this Spell using a Spell Slot of 3rd Level or higher, the Duration of the Spell increases by 1 Hour for each Slot Level above 2nd.

Shadow Blade

Level: 2 Casting Time: 1 Bonus Action Illusion Maledictor, Sorcerer, Warlock, Wizard
Range: 120ft Duration: 1 Minute (Concentration) Components: VS Arcane

You weave together threads of shadow to create a sword of solidified gloom in your hand. This magical blade lasts until the Spell ends. It counts as a Simple Melee Weapon with which you are Proficient, and deals 2d8 Psychic Damage on a hit and has the Finesse, Light, and Thrown (20/60) Properties. If the target of your Attack with the blade is in Dim Light or Darkness, you have Advantage on the Attack.
If you drop or throw the Weapon, it dissipates at the end of the turn. Afterwards, you can use a Bonus Action to cause the sword to reappear in your hand.
At Higher Levels. When you cast this Spell using a Spell Slot of 3rd or 4th Level, the Weapon deals 3d8 Psychic Damage on a hit. When you cast it using a 5th or 6th Level Spell Slot, the Weapon deals 4d8 Psychic Damage on a hit. If you cast it at 7th or 8th Level, the Weapon deals 5d8 Psychic Damage on a hit. If you cast the Spell at 9th Level, the Weapon deals 6d10 Psychic Damage on a hit.


Shatter (Artificer, Bard, Shaman, Sorcerer, Warlock, Wizard)
Level: 2 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant Components: VSM (a chip of mica)

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Silence

Level: 2 Casting Time: 1 Action (Ritual) Illusion Bard, Cleric, Maledictor
Range: 120ft Duration: 10 Minutes (Concentration) Components: VS Arcane

For the Duration, no sound can be created within or pass through a 20ft Radius Sphere centered on a point you choose within Range. Any creature or object entirely inside the Sphere is Immune to Thunder Damage, and creatures are Deafened while entirely inside it. Casting a Spell that includes a Verbal Component is impossible there.
At Higher Levels. When you cast this Spell using a Spell Slot of 3rd Level or higher, the Radius of the Sphere created increases by 10ft for each Slot Level above 2nd.

Skywrite

Level: 2 Casting Time: 1 Action (Ritual) Transmutation Artificer, Bard, Druid, Shaman, Wizard
Range: Sight Duration: 1 Hour Components: VS Arcane, Primal

You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the Spell's Duration. The words dissipate when the Spell ends.
At Higher Levels. When you cast this Spell using a Spell Slot of 3rd Level or higher, you can cause up to five more words to appear and the Duration increases by 1 hour for each Slot Level above 2nd.

Snowball Swarm

Level: 2 Casting Time: 1 Action Evocation Bard, Druid, Shaman, Sorcerer, Wizard
Range: 90ft Duration: Instant Components: VSM (a piece of ice or a small white rock chip) Primal

A flurry of magic snowballs erupts from a point you choose within Range. Each creature in a 5ft Radius Sphere centered on that point make a Dexterity Saving Throw. On a failed Save, a creature takes 5d6 Cold Damage, or half as much Damage on a successful Save.
At Higher Levels. When you cast this Spell using a Spell Slot of 3rd Level or higher, the Damage increases by 1d6 for each Slot Level above 2nd.


Spider Climb (Artificer, Shaman, Sorcerer, Warlock, Wizard)
Level: 2 Casting Time: 1 Action Transmutation
Range: Touch Duration: 1 Hour (Concentration) Components: VSM (a drop of bitumen and a spider)

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

Spike Growth

Level: 2 Casting Time: 1 Action Transmutation Druid, Shaman
Range: 150ft Duration: 10 Minutes (Concentration) Components: VSM (seven sharp thorns or seven small twigs, each sharpened to a point) Primal

The ground in a 20ft Radius centered on a point you choice within Range twists and sprouts hard spikes and thorns. The area becomes Difficult Terrain for the Duration. When a creature moves into or within the area, it takes 2d4 Piercing Damage for every 5ft it travels.
The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the Spell is cast must make a Wisdom (Perception) Check against your Spell Save DC, recognizing the terrain as hazardous on a successful Check.
At Higher Levels. When you cast this Spell using a Spell Slot of 4th Level or higher, the Damage increases by 1d4 for every two Slot Levels above 2nd.

Spiritual Weapon

Level: 2 Casting Time: 1 Bonus Action Conjuration Cleric
Range: 60ft Duration: 1 Minute (Concentration) Components: VS Divine

You create a floating, spectral Weapon within Range until the Spell ends. When you cast the Spell, and as a Bonus Action on subsequent turns, you can move the Weapon up to 20ft and make a Melee Spell Attack targeting a creature within 5ft of the Weapon. On a hit, the target takes Force Damage equal to 1d8 + your Spellcasting Ability Modifier.
At Higher Levels. When you cast this Spell using a Spell Slot of 3rd Level or higher, the Damage increases by 1d8 for each Slot Level above 2nd.

Suggestion

Level: 2 Casting Time: 1 Action Enchantment Bard, Sorcerer, Warlock, Wizard
Range: 30ft Duration: 8 Hours (Concentration) Components: VM (a snake's tongue and either a bit of honeycomb or a drop of sweet oil) Arcane

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be Charmed are unaffected by this Spell. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, autodefenestrate, or do some other obviously harmful act ends the Spell.
The target must make a Wisdom Saving Throw. On a failed Save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire Duration. If the suggested activity can be completed in a shorter time, the Spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the Duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.
If you or any of your companions Damage or harm the target, the Spell ends.
At Higher Levels. When you cast this Spell using a Spell Slot of 3rd Level or higher, the Duration of the Spell increases by 8 hours for each Slot Level above 2nd.


They Know (Bard, Sorcerer)
Level: 2 Casting Time: 1 Action Evocation
Range: 120ft Duration: 1 Hour (Concentration) Components: VS

Choose a creature within range, it makes a Wisdom Saving Throw, on a failed Save, the creature believes that one creature of your choice within range knows a piece of information of your choice. You can either choose a specific or general piece of information. For example, a general piece of information would be the target's deepest secret, probably causing the target to be hostile and defensive in regards to the creature they think knows that information. Another example is you make a creature believe it knows the specific piece of information, an underground auctions password, potentially making them try to get in and have the password on the tip of their tongue but just can't remember it.


Unspoken Name (Maledictor, Sorcerer, Wizard)
Level: 2 Casting Time: 1 Minute Divination
Range: 120ft Duration: 1 Day Components: V

When you cast this spell, designate a word, phrase, or mane. If a creature within 1 mile of you uses that word, phrase, or name to refer to you, you immediately learn that creature's name, appearance, and location. After this, the spell ends.


Vortex Warp (Artificer, Sorcerer, Wizard)
Level: 2 Casting Time: 1 Action Conjuration
Range: 90ft Duration: Instant Components: VS

You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.

Warding Bond

Level: 2 Casting Time: 1 Action Abjuration Cleric
Range: Touch Duration: 1 Hour Components: VSM (a platinum ring for each creature affected by the Spell worth at least 50GP each, worn by each creature affected but the Spell) Divine

This Spell wards a willing creature you touch and creates a mystic connection between you and the target until the Spell ends. While the target is within 60ft of you, it gains a +1 bonus to AC and Saving Throws, and it has Resistance to all Damage. Also, each time it takes Damage, you take the same amount of Damage.
The Spell ends if you drop to 0 Hit Points or if you are more than 60ft away from the target. The Spell also ends if you or the target cast the Spell again, or another creature casts the Spell on either you or the target. Any creature can end the Spell on itself by taking off the ring used for the Material Component of the Spell. If you take off your ring, the Spell ends.
At Higher Levels. When you cast the Spell using a Spell Slot of 3rd Level or higher, you can be 30ft farther away from the target without the Spell ending for each Slot Level above 2nd. When you cast the Spell using a Spell Slot of 4th Level or higher, the bonus to the target's AC and Saving Throws increases by 1 for every two Slot Levels above 2nd.

Warding Wind

Level: 2 Casting Time: 1 Action Evocation Artificer, Bard, Druid, Shaman, Sorcerer, Wizard
Range: 10ft Moving Emanation Duration: 10 Minutes (Concentration) Components: V Primal

A strong wind (20 Miles per hour) blows around you which lasts for the Spell's Duration. The wind has the following effects:

  • It Deafens you and other creatures in the area.
  • It extinguishes unprotected flames in the area that are torch-sized or smaller.
  • It hedges out vapor, gas, and fog that can be dispersed by strong wind.
  • The area is Difficult Terrain for all other creatures.
  • Ranged Attacks have Disadvantage if the Attack passes in, through, or out of the wind.

At Higher Levels. When you cast this Spell using a Spell Slot of 3rd Level or higher, the Range of the Emanation increases by 5ft for each Slot Level above 2nd.

Web

Level: 2 Casting Time: 1 Action Conjuration Artificer, Druid, Shaman, Sorcerer, Wizard
Range: 60ft Duration: 1 Hour (Concentration) Components: VSM (a bit of spiderweb) Arcane, Primal

You conjure a mass of thick, sticky webbing at a point of your choice within Range. The webs fill a 20ft Cube from that point for the Duration. The webs are Difficult Terrain and Lightly Obscure the area.
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the Spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5ft.
Each creature that starts its turn in the webs or that enters them for the first time on its turn makes a Dexterity Saving Throw. On a failed Save, the creature is Restrained until the Spell ends.
A creature Restrained in this way or a creature that can reach one, can use its Action to make a Strength (Athletics) Check against your Spell Save DC. On a successful Check, the creature is no longer Restrained.
The webs are flammable. Any 5ft Cube of webs exposed to fire burns away in 1 Round, dealing 2d4 Fire Damage to any creature that starts its turn in the fire.
At Higher Levels. When you cast this Spell using a Spell Slot of 4th Level or higher, the size of the Cube increases by 5ft for every two Slot Levels above 2nd.

Wither and Bloom

Level: 2 Casting Time: 1 Action Necromancy Druid, Shaman, Sorcerer, Wizard
Range: 60ft Duration: Instant Components: VSM (a withered vine twisted into a loop) Primal

You invoke both death and life upon a 10ft Radius Sphere centered on a point of your choice within Range. Each creature of your choice in that area makes a Constitution Saving Throw. On a failed Save, a creature takes 2d6 Necrotic Damage, or half as much Damage on a successful Save. All non-magical vegetation in the area withers.
In addition, one creature of your choice in that area can expend one of its Hit Dice to regain a number of Hit Points equal to the Roll of the Hit Die + its Constitution Modifier + your Spellcasting Ability Modifier.
At Higher Levels. When you cast this Spell using a Spell Slot of 3rd Level or higher, the Damage increases by 1d6 and the number of Hit Dice that can be expended increases by 1 for each Slot Level above the 2nd. The target's Constitution Modifier and your Spellcasting Ability Modifier is added to each Hit Die separately.


Wristpocket (Artificer, Bard, Wizard)
Level: 2 Casting Time: 1 Action (Ritual) Conjuration
Range: 120ft Duration: 1 Hour (Concentration) Components: S

You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration.
Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet.

Zone of Truth

Level: 2 Casting Time: 1 Action Enchantment Bard, Cleric, Maledictor, Paladin
Range: 60ft Duration: 10 Minutes Components: VS Divine

You create a 15ft Radius Sphere centered on a point of your choice within Range that guards against deception. Until the Spell ends, a creature that enters the Spell's area for the first time on a turn or starts its turn there makes a Charisma Saving Throw, a creature can choose to fail this Save. On a failed Save, a creature cannot deliberately verbally lie while within the area of the Spell. You know whether each creature succeeded or failed the Save.
An affected creature is aware of the Spell and can thus void answering questions tow which it would normally reason with a lie if it chooses. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
At Higher Levels. When you cast this Spell using a Spell Slot of 3rd Level or higher, the Radius of the Sphere increases by 5ft and the Duration increases by 10 Minutes for each Slot Level above 2nd.

Uncommon Spells

Artham's Ballad
Level: 2 Casting Time: 10 Minutes Enchantment
Range: 30ft Duration: 1 Hour Components: V

You recite one of the great tales of Drakomere while casting this spell. Choose one of the following Tales, you grant up to four other willing creatures and yourself gain it's effects:
The Ballad of Artham. You and each target gain 2d8 Temporary Hit Points for the duration. An affected creature has advantage on attack rolls against Aberrations and Dragons, and advantage on Saving Throws imposed by those creature.
The Tale of One-Eyed Flame. You and each target lose all forms of sight, and gain Truesight out to a range of 120ft, being blind past that point. An effected creature can also use an Action to shoot fire out of its eyes, forcing one creature of its choice that it can see to make a Dexterity Saving Throw against your Spell Save DC, taking 2d6 Fire Damage on a failed save. After shooting fire, this spell ends on that creature.
The Cousins Three. You and each target gain resistance to Lightning, Thunder, and Psychic Damage, Advantage on Strength, Charisma, and Wisdom Saving Throws, and you deal double damage to objects and structures, but quadruple damage to trees, additionally you and each target gain proficiency with Longbows and Shortbows.
Ziernoekh's Song.
The Legend of S'óekhìq.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional tale for you and targets to be affected by for each slot level above 2nd


Cordon of Arrows
Level: 2 Casting Time: 1 Action Transmutation
Range: 5ft Duration: 8 Hours Components: VSM (four or more arrows or bolts)

You plant four pieces of nonmagical ammunition – arrows or crossbow bolts – in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.
When you cast this spell, you can designate any creatures you choose, and the spell ignores them.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.


Starbough's Night Sky
Level: 2 Casting Time: 1 Action Evocation
Range: 30ft Duration: 1 Hour Components: VSM (some dust and a twig)

You choose a space within range, causing darkness, akin to night to creep over a 60ft radius sphere. The area is blocked from other non-magical light sources, and magical light sources of a spell level lower than this one. The edges of the sphere twinkle with stars, filling the entire area with dim light.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the sphere is increased by 30ft for each slot level about 2nd.